/Engine/Plugins/Runtime/Synthesis/Source/Synthesis/Classes/SubmixEffects/SubmixEffectConvolutionReverb.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FSubmixEffectConvolutionReverbSettings
bool
bBypass
If true, input audio is directly routed to output audio with applying any effect.
bool
bInvertRearChannelBleedPhase
If true, rear channel bleed sends will have their phase inverted.
bool
bMixInputChannelFormatToImpulseResponseFormat
If true, the submix input audio is downmixed to match the IR asset audio channel format.
bool
bMixReverbOutputToOutputChannelFormat
If true, the reverberated audio is upmixed or downmixed to match the submix output audio format.
bool
bSurroundRearChannelFlip
If true, send Surround Rear Channel Bleed Amount sends front left to back right and vice versa
float
DryVolumeDb
Controls how much of the dry signal is mixed into the output, in Decibels.
float
NormalizationVolumeDb
Used to account for energy added by convolution with "loud" Impulse Responses.
float
SurroundRearChannelBleedDb
Amount of audio to be sent to rear channels in quad/surround configurations
float
WetVolumeDb
Controls how much of the wet signal is mixed into the output, in Decibels.